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#41 LibrariaNPC

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Posted 29 October 2013 - 04:18 PM

If you want to stay consistent with it's previous presentation the Xg-1 really should be speed 4.

 

It's presentation has largely been as a multi-role fighter. X-wing, TIE Fighter, even a surprising appearance in a WEG supplement presented it as something that was intended to go head to head with the likes of the Y-wing or X-wing and perform similar mission types.

 

Even as a fighter-bomber, with Speed 3 the thing won't perform well in this system. I don't know if you have the AoR Beta, but in there the TIE Bomber is listed as Speed 4. The issue comes with what speed represents in this system (both a ships ability to cover ground and it's maneuverability relative to other craft) and the "Gain the Advantage" action. At Speed 3 the Xg-1 would have a very hard time gaining the advantage on any fighter and it would even find GtA on light freighters and capital ships a little difficult.

 

On the other hand at Speed 4, performing GtA on most "slow" fighters like the Z-95, Y-wing, B-wing and Cloakshape would be Average, GtA on high performance craft like the X-wing, A-wing and TIE/ln would be Hard, and GtA on Civilian craft like the YT-1300, or most capital ships would be Easy.

 

This is why I suggested that you should almost never make anything that's supposed to be a fighter with a Speed less then 4, it just makes the fighter's effectiveness against other craft too darn poor.

 

Now for the Skipray, take a look at it's other stats and you'll see what's going on. It's speed is 4, but also note it's handling -1, and it's Sil4. So it can still GtA on a lot of stuff, but you're looking at a setback rather then a bonus when you do. Also as a Sil4, when capital ships start firing at it they are only looking at a base difficulty of Average or Hard in most cases (hence it's heavy shields and armor). The thing isn't supposed to be a heavy fighter, it's more like a PT boat. It's true natural prey is going to be Sil5+ level craft where it can GtA and keep it, and pound them with warheads and/or ion cannons while using it's turret to fend off any starfighters.

 

Good points, overall. I'll make that change, then, and keep that in mind whenever I make new fighters.

 

So, besides the speed crank to 4, would you still keep the Manueverability at a 0, then? It doesn't seem like a very agile craft, but it doesn't seem as clunky as others.

 

And in response to AoR: I mentioned it in the first post that I do not have access to it. My money has been tied up with the wedding and similar situations to the point that I was lucky enough to buy EotE this year. AoR will just have to wait until it is officially released to be added to my collection, so I can't pull inspiration from it at this time.


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#42 Ghostofman

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Posted 29 October 2013 - 04:35 PM

I think leaving it's handling on par with the Y-wing is perfect. The Assault Gunboat is better then the Y-wing, but not by much, I think your giving it a little extra shields accommodates this as well as anything.

 

Grats on the wedding, and I don't blame you for skipping the AoR beta, I don't plan on getting the FaD beta myself.

 

If you're looking for more starfighter ideas: the Gauntlet might make an interesting stat block and the Arakyd Helix might be useful to a lot of people.


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#43 LibrariaNPC

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Posted 29 October 2013 - 05:03 PM

I think leaving it's handling on par with the Y-wing is perfect. The Assault Gunboat is better then the Y-wing, but not by much, I think your giving it a little extra shields accommodates this as well as anything.

 

Grats on the wedding, and I don't blame you for skipping the AoR beta, I don't plan on getting the FaD beta myself.

 

If you're looking for more starfighter ideas: the Gauntlet might make an interesting stat block and the Arakyd Helix might be useful to a lot of people.

 

Thank you on all counts there.

 

AoR seems to have some good things going for it that I would LOVE to see in it's entirety (like the various starfighter stats, Capital Ships, etc), but I hear enough here on the forums to make me go "Great, looks like I'll be doing a LOT more house rules." I'm hoping a lot of that gets fixed up before the final product; that makes me feel better about waiting.

 

 

And thank you for the two Starfighter ideas. The first I've heard of in passing but didn't have much beyond that. The second may cause me to break my original rule of "No Freighters," because that looks pretty sweet. It may be a good ship to use against my party now that I'm looking at it. . .

 

Consider them statted once I get the droid ships squared away!


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#44 LibrariaNPC

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Posted 29 October 2013 - 07:42 PM

Alright, you asked, and I provided: here's the Vulture Droid!

 

Variable Geometry Self-Propelled Battle Droid, Mark 1

(aka: Vulture-class droid starfighter)

 

250px-Droid_Starfighters.png

 

Hull type: Droid Starfighter

Ship Class: Variable Geometry Self-Propelled Battle Droid, Mark 1

Manufacturer: Haor Chall Engineering (made by Baktoid Armor Workshop during the Clone Wars)

Hyperdrive: No

Navcomp: Not Equipped

Sensor Range: Short

Ship's Complement: Droid Brain

Encumbrance Capacity: N/A

Passenger Capacity: N/A

Consumables: N/A

Cost/Rarity: 19,000 credits/8 ®

Customization Hard Points: 2

Silhouette: 3

Speed: 5 (3)

Handling: +4 (+1)

Defense: 0

Armor: 2

Hull Threshold: 6

System Threshold: 10

Weapons:

 

4 Forward Firing Heavy Blaster Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 3)

Unavailable In Walker Mode

 

2 Forward Firing Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4; Blast 4; Guided 3; Limited Ammo 8; Slow-Firing 1, Linked 1)

 

Note: Other missile launchers are possible; the CIS used Buzzdroid-filled Discord Missiles, which are as follows:

2 Front Firing Discord Missile Launchers (Fire Arc Forward; Damage 6; Critical 2; Range [Short]; Breach 4; Blast 4; Guided 3; Limited Ammo 4; Slow-Firing 1, Ion, Burn 5*)

*The "Burn" quality may be removed with a Daunting Pilot Check or an Upgraded Daunting Gunnery check.

 

Walker Mode

The Vulture Droids have a “Walker Mode” allowing it to support ground troops. Statistics in parenthesis denote Walker Mode.

 

 

*Note: This looks pretty intense, and it is: these ships were designed to do things that human pilots could NOT do. . .but due to their lack of intelligence, they were not horribly good at it. Fast and manueverable to a very solid degree, but piloted by the equivalent of an idiot. . .for the most part, anyway.

 

Clone Wars Note: There was a note about this thing having 6 cannons, but we only see four in action. I would assume that, during the Clone Wars when Baktoid started production of these instead, they added two more cannons to the hull to be used in Walker Mode.

 

Use the same cannons as above and link them together in Walker Mode. In Flight Mode, increase the Linked ability to 6.

 

 

Droid Brain

The Droid Brain of a Vulture Droid or Tri-Fighter can be statted as any form of opposition. Personally, I would suggest the following as a starting guideline:

 

Brawn 2

Agility 2

Intellect 1*

Cunning 1*

Willpower 1

Presence 1

 

Skills: Brawl, Gunnery, Perception, Piloting (Space), Vigilance

 

Use the starfighter stats for things such as Wounds (Hull), Strain (System Strain), Defense, etc. Remember that this counts as a Starfighter, so small arms will not harm it. It is, essentially, a droid the size of a starfighter.

 

This setup works well for minion groups, and this can be enhanced to Rival status by adding the Adversary talent, among others, as well as assigning exact skill points.

 

Special: These droids do not think intelligently like most other droids, but rather by set programming. This leaves plenty of openings for creative players to gain Boost dice or offer Setback dice to the droid brain.

Basically, if the player has an off-the-wall idea that even another human would say "Wait, what was that?", that's a good sign you have something to work with.

 

*If the droid loses contact with the ship that controls it, it will self destruct. The droid also doesn’t think very much in the first place, leaving a VERY low level of traits. The GM is welcome to change these based on the programming of the droid and the skill of the ones controlling it, of course, but this should be a good baseline.


Edited by LibrariaNPC, 30 October 2013 - 04:37 PM.

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#45 LibrariaNPC

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Posted 29 October 2013 - 07:46 PM

To continue the trend, here's the Tri-Fighter!

 

Droid Tri-Fighter

 

250px-Tri-fighter.jpg

 

Hull type: Droid Starfighter

Ship Class: Variable Geometry Self-Propelled Battle Droid, Mark 1

Manufacturer: Colla Designed; Phlac-Arphocc Automata Industries

Hyperdrive: No

Navcomp: Not Equipped

Sensor Range: Short

Ship's Complement: Droid Brain

Encumbrance Capacity: N/A

Passenger Capacity: N/A

Consumables: N/A

Cost/Rarity: 20,000 credits (8,000 credits used)/8 ®

Customization Hard Points: 1

Silhouette: 3

Speed: 4

Handling: +4

Defense: 0

Armor: 2

Hull Threshold: 10

System Threshold: 10

Weapons:

 

Front Firing Medium Laser Cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3*)

 

3 Swivel-Mounted Front Firing Light Laser Cannons (Fire Arc Forward (Swivel); Damage 5; Critical 3; Range [Close]; Linked 3*)

 

*Note: The four cannons CAN be fire-linked together.

 

Front Firing Buzz Droid Discord Missile Launcher (Fire Arc Forward; Damage 6; Critical 2; Range [Short]; Breach 4; Blast 4; Guided 3; Limited Ammo 2-6**; Slow-Firing 1, Ion, Burn 5*)

*The "Burn" quality may be removed with a Daunting Pilot Check or an Upgraded Daunting Gunnery check.

**The ammo is directly tied to the payload assigned to the droid.

 

 

Note: I may be underestimating it compared to the Vulture Droids. I'm going by pure fluff here, but it seems to be slower than the Vulture Droids but with a slightly deadlier system installed. I gave it a slightly improved Droid Brain (+1 Cunning) to make up for this.

 

 

Droid Brain

The Droid Brain of a Vulture Droid or Tri-Fighter can be statted as any form of opposition. Personally, I would suggest the following as a starting guideline:

 

Brawn 2

Agility 2

Intellect 1*

Cunning 2*

Willpower 1

Presence 1

 

Skills: Brawl, Gunnery, Perception, Piloting (Space), Vigilance

 

Use the starfighter stats for things such as Wounds (Hull), Strain (System Strain), Defense, etc. Remember that this counts as a Starfighter, so small arms will not harm it. It is, essentially, a droid the size of a starfighter.

 

This setup works well for minion groups, and this can be enhanced to Rival status by adding the Adversary talent, among others, as well as assigning exact skill points.

 

Special: These droids do not think intelligently like most other droids, but rather by set programming. This leaves plenty of openings for creative players to gain Boost dice or offer Setback dice to the droid brain.

Basically, if the player has an off-the-wall idea that even another human would say "Wait, what was that?", that's a good sign you have something to work with.

 

*If the droid loses contact with the ship that controls it, it will self destruct. The droid also doesn’t think very much in the first place, leaving a VERY low level of traits. The GM is welcome to change these based on the programming of the droid and the skill of the ones controlling it, of course, but this should be a good baseline.


Edited by LibrariaNPC, 30 October 2013 - 04:38 PM.

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#46 Diggles

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Posted 29 October 2013 - 09:32 PM

I think the problem with these is there has to be a way to represent that they are physically capable and maneuverable, but piloted by fairly basic droids.  Best way I can think of this is add multiple setback die in an any opposed pilot check vs a humanoid pilot.  Also double the difficulty upgrade when humanoid pilots are using evasive maneuvers.

 

Why strain so high on the Vulture?

 

Also here are the stats I use for Discord missile.  I dont really see it doing breach damage with its explosion.  Raised initial damage so its less effective against armored targets.

 

The explosion in Revenge of the Sith explodes infront of the targets with no damage in the explosion, just release of buzz-droids.

 

2 Discord Missile Launchers (Fire Arc Forward; Damage 8; Critical 3; Range [Short]; Blast 6; Guided 2; Limited Ammo 2; Slow-Firing 1, Ion, Burn 3*)


Edited by Diggles, 29 October 2013 - 10:13 PM.


#47 LibrariaNPC

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Posted 29 October 2013 - 09:41 PM

I think the problem with these is there has to be a way to represent that they are physically capable and maneuverable, but piloted by fairly basic droids.  Best way I can think of this is add multiple setback die in an any opposed pilot check vs a humanoid pilot.  Also double the difficulty upgrade when humanoid pilots are using evasive maneuvers.

 

Why strain so high on the Vulture?

 

Also here are the stats I use for Discord missile.  I dont really see it doing breach damage with its explosion.  Raised initial damage so its less effective against armored targets.

 

The explosion in Revenge of the Sith explodes infront of the targets with no damage in the explosion, just release of buzz-droids.

 

2 Discord Missile Launchers (Fire Arc Forward; Damage 7; Critical 3; Range [Short]; Blast 8; Guided 2; Limited Ammo 2; Slow-Firing 1, Ion, Burn 3*)

 

I think I got the capable and manueverable part down, but they feel a little OP if the GM decides to be a jerk.

 

As for the basic droids, I may just drop the traits down to 2's instead of 3's. Make them a bit more "manageable" and still offer a good upward climb for difficulty.

 

The strain being so high is to represent that it's not only the strain of the ship, but also of the droid itself. It's also probably going to be doing a few manuevers to soak up that strain, and again, it's supposed to do things no living pilot should.

 

That, and giving it a higher strain gives it a chance to survive the weakness of all ships and droids: Ion.

 

 

 

As for the discord missiles, I only left "Breach" as it does ignore the armor of the ship as it is cutting right to the vital parts, so I would suggest leaving it there.

 

I think it should have a better critical than a 3 due to, again, it cuts right to the core systems of the ship, so a higher crit makes more sense.

 

Your Blast is double that of most other missiles, which seems a bit overkill as we see nothing to denote that. Perhaps add a "Persistent" effect that anyone flying through the area gets applied with the Burn? Or maybe we can stat up the Buzzdroids as actual droids and give them a movement through space and/or their own attacks to anything within range?

 

I understand the Burn reduction, and may consider using it myself.


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#48 Diggles

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Posted 29 October 2013 - 10:13 PM

Yes it cuts right into vital stuff, against a tiny little jedi starfighter with next to no armor.  I would take much longer to do the same thing vs a larger or more armored ship.  Armor SHOULD help vs droids trying to drill into your hull and disrupt functions.

 

Sorry I meant to lower the damage of the blast to be 2 lower than initial, to represent you dont get as many droids on you.  But I planned on using the BLAST damage as the burn for people who werent the initial target.  I upped the damage and shortened burn to make it more serious and since combat typically isnt going to go that many rounds....(just less stuff to track for shorter time makes game go faster).

 

The way I set mine up was I wanted a disposable fighter like Tie to die in a max of 2 rounds, but a tougher ship like Y-Wing should be able to take 3 rounds.  I think a maximum of 2 breach is already generous enough for a little droid with a drill.  I think it would be much less effective against a larger target with heavy armor like a freighter, that has much more redundancy & thicker hull.

 

Ya I would also use a little token on the board to represent the remaining buzz-droids in space.


Edited by Diggles, 29 October 2013 - 10:18 PM.


#49 LibrariaNPC

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Posted 30 October 2013 - 05:13 AM

Yes it cuts right into vital stuff, against a tiny little jedi starfighter with next to no armor.  I would take much longer to do the same thing vs a larger or more armored ship.  Armor SHOULD help vs droids trying to drill into your hull and disrupt functions.

 

Sorry I meant to lower the damage of the blast to be 2 lower than initial, to represent you dont get as many droids on you.  But I planned on using the BLAST damage as the burn for people who werent the initial target.  I upped the damage and shortened burn to make it more serious and since combat typically isnt going to go that many rounds....(just less stuff to track for shorter time makes game go faster).

 

The way I set mine up was I wanted a disposable fighter like Tie to die in a max of 2 rounds, but a tougher ship like Y-Wing should be able to take 3 rounds.  I think a maximum of 2 breach is already generous enough for a little droid with a drill.  I think it would be much less effective against a larger target with heavy armor like a freighter, that has much more redundancy & thicker hull.

 

Ya I would also use a little token on the board to represent the remaining buzz-droids in space.

 

So no other objections to the current droid loadout? I was tempted to even reduce it to TIE fighter levels of manueverability, and possibly adding a note that the Droid Brain reacts to events, but does not comprehend well to odd things, giving a bonus to the crafty pilots with fun ideas, making it a more ROLEplay than ROLLplay concept, but that's just me.

 

Well, remember that the Buzzdroids we saw had access to the ship's plans, so they knew where to cut, thus why they moved pretty quickly. Additionally, it is believed that it wouldn't work against a larger ship due to the heavier armor and complex systems, so you may be right that Breach should be reduced/removed. How does this sound?

 

 

Front Firing Buzz Droid Discord Missile Launcher (Fire Arc Forward; Damage 7; Critical 2; Range [Short]; Blast 4; Guided 3; Limited Ammo 2-6**; Slow-Firing 1, Ion, Burn 3*; Persistent 4)

*The "Burn" quality may be removed with a Daunting Pilot Check or an Upgraded Daunting Gunnery check.

**The ammo is directly tied to the payload assigned to the droid.

 

Persistent: When this weapon is fired, it creates an effect (cloud, pool, etc) that remains for a number of rounds equal to the Persistent rating. Anyone engaged with this hazard must make a Daunting check or be affected by the hazard, while anyone at Short range must make a Simple check.

For example, a Discord Missile releases a cloud of Buzzdroids which remain clustered and dangerous for 4 turns. Anyone in Engaged or Short range for the next four rounds will have to roll be affected by the Burn effect of the Buzzdroids.

 

 

Thought? I figured this would help with ideas like setting things on fire, puddle slicks, or just a narrative way to handle a minefield or similar problem.


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#50 Ghostofman

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Posted 30 October 2013 - 09:14 AM

Vulture Droid

 

Linked 6 is kinda goofy as the odds of getting that many Advantage is pretty low. Why not simplify it and just make them some kind of auto-blasters taking auto-fire and removing the linked quality altogether? Statistically not a whole not of difference, but it will make the stat block cleaner.

 

Also be careful with using full blown vehicle scaled concussion missiles as the weapon available in walker mode. At Sil3, and most likely operating as a solo minion the thing will struggle to hit dismounted infantry, but the rules for such a hit are awful nasty of it occurs (x10 to the damage number and a suggested +50 to the crit table... not something I'd want to be on the receiving end of).

 

This is kinda a damned if you do, damned if you don't situation, using vehicle missile means a chance at insta-gibing players and going with something softer like the missile tube stats will make a personal hit more survivable, but limit it's value at the vehicular scale and make the blasters the go-to option almost all the time.

 

just my 2 cents...


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#51 Diggles

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Posted 30 October 2013 - 10:02 AM

Well I only ever saw 4 blasters when watching Revenge of the Sith when they're in flight mode and they were mounted in the legs/wings just like the missiles, so I dunno how it would fire if it was using those legs to walk and the weapons were facing the ground.  Does it lift 1 of the 4 legs up to shoot?  If so, that would mean only 1 blaster and launcher available at a time.

 

I havent watched Clone Wars animated series, yet, its on my todo list.  Do they ever show the vultures in that?

 

Good warning with the launcher, not sure how I would handle that in a game.


Edited by Diggles, 30 October 2013 - 10:03 AM.


#52 Ghostofman

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Posted 30 October 2013 - 12:06 PM

Yeah they are in Clone Wars too. The issue is that between sources they can't decide if the lasers come out of the holes on the hull, or out of the wings, or both. So sources like Wookieepedia take the safe route and say ALL THE LASERZ ALL THE HOLES! PEW PEW PEW!

 

So I figure since anything above Linked 4 is going to be hard to activate anyway, just go for Auto-fire. You'll get the same result in the end so the actual physical number of guns on the craft won't matter.


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#53 LibrariaNPC

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Posted 30 October 2013 - 03:58 PM

Vulture Droid

 

Linked 6 is kinda goofy as the odds of getting that many Advantage is pretty low. Why not simplify it and just make them some kind of auto-blasters taking auto-fire and removing the linked quality altogether? Statistically not a whole not of difference, but it will make the stat block cleaner.

 

Also be careful with using full blown vehicle scaled concussion missiles as the weapon available in walker mode. At Sil3, and most likely operating as a solo minion the thing will struggle to hit dismounted infantry, but the rules for such a hit are awful nasty of it occurs (x10 to the damage number and a suggested +50 to the crit table... not something I'd want to be on the receiving end of).

 

This is kinda a damned if you do, damned if you don't situation, using vehicle missile means a chance at insta-gibing players and going with something softer like the missile tube stats will make a personal hit more survivable, but limit it's value at the vehicular scale and make the blasters the go-to option almost all the time.

 

just my 2 cents...

 

Well, I did say I was designing it from the materials at hand, and supposedly, it has 6 cannons that are linked. It's insanely overkill, but who knows. Perhaps they are there if a system goes down (from a critical, supposedly) or for intimidation purposes?

 

My concern with adding Auto-Fire is the Minion Swarm effect taking out a whole group. Linked, which uses the same number of success, can only be used on the same target, while Auto-Fire allows you to hit multiple targets. It'll make it a killer in strafing runs and will allow it, on a good roll, to hit and possibly even destroy multiple targets.

 

As for the missiles, I don't have my notes that I used to back when Episode 1 came out, but if I remember correctly, the lasers were in the wings while the missiles were in the center. As it walks on the wings, it can't really use them.

So yes, it's a beast, but most people on foot wouldn't be picking a fight with it. The thing is essentially a tank that can fly, so I think the powerful vehicle-grade concussion missiles actually makes sense.

 

 

If you and Diggles think it would be a better route, I can change two of the blasters from wings to center, but we still have an insanely powerful anti-player tank walking around. Opinions?

 

 

 

Also, I am thinking of "downgrading" the Minion droids to only 2's instead of base 3's for the stats. Thoughts?


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#54 LibrariaNPC

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Posted 30 October 2013 - 04:03 PM

Oh, and I'm considering reducing the manueverability on the droids as well. . .

 

Again, opinions, or are they deadly enough to really represent the fluff?


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#55 Ghostofman

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Posted 30 October 2013 - 04:22 PM

.

My concern with adding Auto-Fire is the Minion Swarm effect taking out a whole group. Linked, which uses the same number of success, can only be used on the same target, while Auto-Fire allows you to hit multiple targets.



Riiiiight forgot about that, fair point.
 
 

.

As for the missiles, I don't have my notes that I used to back when Episode 1 came out, but if I remember correctly, the lasers were in the wings while the missiles were in the center. As it walks on the wings, it can't really use them.
So yes, it's a beast, but most people on foot wouldn't be picking a fight with it. The thing is essentially a tank that can fly, so I think the powerful vehicle-grade concussion missiles actually makes sense.
 

 

You are correct, guns on the wings, missile on the hull. Problem was some media has shown lasers coming out of the hull, so Wookieepedia panicked and said the hull has lasers and missiles, which is why you end up with the silly 6 gun thing when 4 is probably sufficient.

 

For the missile it's totally your call. Like I said, you go with the missile tube, it sucks in ship to ship, you go with missiles, it's overkill for people. As long as you are only targeting bunkers and vehicles (perfectly reasonable targets that normal battle droids might need a little rapid help with) then the vehicle missiles are fine.


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#56 LibrariaNPC

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Posted 30 October 2013 - 04:26 PM

And now for a request: The Gauntlet Starfighter!

 

 

Gauntlet Starfighter

 

250px-Gauntletsf.JPG

 

Hull type: Starfighter

Ship Class: Gauntlet Starfighter

Manufacturer: Shobquix Yards

Hyperdrive: None

Navcomp: None

Sensor Range: Short

Ship's Complement: One Pilot, one Co-pilot/Gunner

Encumbrance Capacity: 10

Passenger Capacity: 0

Consumables: 2 days

Cost/Rarity: 165,000 credits (85,000 credits used)/7

Customization Hard Points: 2

Silhouette: 3

Speed: 4

Handling: +1

Defense: 1/1

Armor: 3

Hull Threshold: 10

System Threshold: 9

Weapons:

 

2 Forward Firing Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

 

Forward Firing Proton Torpedo Launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6; Blast 6; Guided 2; Limited Ammo 5; Slow Firing 1)

 

2 Gunner-Operated Medium Laser Cannon Turrets (Fire Arc Turret; Damage 6; Critical 3; Range [Close]; Linked 1)

 

 

 

Creation Note: There wasn't too much on hand about this one, so I went with what little fluff I had and the notes I found on the d6 version of this. Hopefully it's pretty close to what was requested and proves to be a useful 2-man starfighter that ISN'T a bomber. . .


Edited by LibrariaNPC, 30 October 2013 - 04:28 PM.

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#57 LibrariaNPC

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Posted 30 October 2013 - 04:30 PM

.

My concern with adding Auto-Fire is the Minion Swarm effect taking out a whole group. Linked, which uses the same number of success, can only be used on the same target, while Auto-Fire allows you to hit multiple targets.



Riiiiight forgot about that, fair point.
 
 

.

As for the missiles, I don't have my notes that I used to back when Episode 1 came out, but if I remember correctly, the lasers were in the wings while the missiles were in the center. As it walks on the wings, it can't really use them.
So yes, it's a beast, but most people on foot wouldn't be picking a fight with it. The thing is essentially a tank that can fly, so I think the powerful vehicle-grade concussion missiles actually makes sense.
 

 

You are correct, guns on the wings, missile on the hull. Problem was some media has shown lasers coming out of the hull, so Wookieepedia panicked and said the hull has lasers and missiles, which is why you end up with the silly 6 gun thing when 4 is probably sufficient.

 

For the missile it's totally your call. Like I said, you go with the missile tube, it sucks in ship to ship, you go with missiles, it's overkill for people. As long as you are only targeting bunkers and vehicles (perfectly reasonable targets that normal battle droids might need a little rapid help with) then the vehicle missiles are fine.

 

What I think I'll do is dumb it down only to the 4 cannons and call it good. I'll just act like those other two don't exist.

 

Besides, during the Clone Wars, it would make sense to improve upon it, which is probably where the extra cannons came from. . .

 

In fact, I'll write it in as such right now. I think that'll make it pretty balanced as a tank.

 

Any other input on the Vulture Droids or the TriFighter?


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#58 LibrariaNPC

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Posted 30 October 2013 - 05:02 PM

And now a new favourite ship concept, all thanks to Ghostofman: The Helix-class Light Interceptor! I was originally going to NOT do ANY freighters in this thread, but this one was that very nice in between, unlock the Thunderclap and the D-5 Mantis (both are statted and will be available in another thread/document at a later time).

 

 

Helix-class Light Interceptor

 

250px-Helix-AJ5.png

 

Hull type: Armed Freighter (sometimes classified as a Starfighter)

Ship Class: Helix-class light interceptor

Manufacturer: Arakyd Industries

Hyperdrive: Class 2 (Class 12 backup)

Navcomp: Yes

Sensor Range: Short

Ship's Complement: Pilot, Co-pilot/gunner

Encumbrance Capacity: 80

Passenger Capacity: 4

Consumables: 4 Weeks

Cost/Rarity: 215,000 credits (182,000 credits used)/8 (Restricted shortly after release)

Customization Hard Points: 3

Silhouette: 4

Speed: 4

Handling: +2

Defense: 1/1

Armor: 4

Hull Threshold: 22

System Threshold: 18

Weapons:

 

2 belly-mounted medium laser cannon turrets (Fire Arc Turret; Damage 6; Critical 3; Range [Close])

 

2 forward firing medium ion cannons (Fire Arc Forward; Damage 6; Critical 4; Range [Close]; Ion, Linked 1)

 

Forward firing dorsal-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6; Blast 6; Guided 2; Limited Ammo 5; Slow Firing 1)

 

Note: There was a Beta version released before production halted that improved the hyperdrive from a Class 2 to a Class 1.

 

Creator's Note: Not going to lie, this one was rather fun. It's basically a freighter (with about half of the cargo space of a YT-1300) that is supposed to be as capable as a fighter.

I'm not certain if +2 Manueverability was "overkill" for a freigter, but I figured it should be better than a YT-2400 if it's being mistaken as a starfighter. . .


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#59 LibrariaNPC

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Posted 30 October 2013 - 09:35 PM

Just an FYI, I'll be off the boards until Monday (at the earliest). Getting married on Halloween, so PC time for the weekend is pretty much nil. I will hopefully be back with another ship or two up my sleeve!


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#60 Mr. Flibble

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Posted 30 October 2013 - 10:14 PM

Just an FYI, I'll be off the boards until Monday (at the earliest). Getting married on Halloween, so PC time for the weekend is pretty much nil. I will hopefully be back with another ship or two up my sleeve!

 

Well, congratulations! I must admit, I wouldn't have thought of doing a Halloween wedding (not that Mrs. Flibble would have approved such a date).


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